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itgmania212121/stepmania/src/ArrowEffects.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
File: ArrowEffects.cpp
Desc: Functions that return properties of arrows based on StyleDef and PlayerOptions
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
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#include "ArrowEffects.h"
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#include "Notes.h"
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#include "GameConstantsAndTypes.h"
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#include "GameManager.h"
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#include "GameState.h"
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#include "RageException.h"
#include "RageTimer.h"
#include "NoteDisplay.h"
#include "Song.h"
#include <math.h>
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RageTimer g_timerExpand;
float g_fExpandSeconds = 0;
float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
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{
float fYOffset;
if( !GAMESTATE->m_PlayerOptions->m_bTimeSpacing )
{
float fSongBeat = GAMESTATE->m_fSongBeat;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
fYOffset = fBeatsUntilStep * ARROW_SPACING;
}
else
{
float fSongSeconds = GAMESTATE->m_fMusicSeconds;
float fNoteSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fNoteBeat);
float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
float fBPM = GAMESTATE->m_pCurSong->GetDominantBPM();
float fBPS = fBPM/60.f;
fYOffset = fSecondsUntilStep * fBPS * ARROW_SPACING;
}
// don't mess with the arrows after they've crossed 0
if( fYOffset < 0 )
return fYOffset;
const float* fAccels = GAMESTATE->m_CurrentPlayerOptions[pn].m_fAccels;
float fYAdjust = 0; // fill this in depending on PlayerOptions
if( fAccels[PlayerOptions::ACCEL_BOOST] > 0 )
{
float fNewYOffset = fYOffset * 1.5f / ((fYOffset+SCREEN_HEIGHT/1.2f)/SCREEN_HEIGHT);
fYAdjust += fAccels[PlayerOptions::ACCEL_BOOST] * (fNewYOffset - fYOffset);
}
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if( fAccels[PlayerOptions::ACCEL_BRAKE] > 0 )
{
float fNewYOffset = fYOffset * SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 0.25f, 1.5f );
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fYAdjust += fAccels[PlayerOptions::ACCEL_BRAKE] * (fNewYOffset - fYOffset);
}
if( fAccels[PlayerOptions::ACCEL_WAVE] > 0 )
fYAdjust += fAccels[PlayerOptions::ACCEL_WAVE] * 20.0f*sinf( fYOffset/38.0f );
if( fAccels[PlayerOptions::ACCEL_EXPAND] > 0 )
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{
if( !GAMESTATE->m_bFreeze )
g_fExpandSeconds += g_timerExpand.GetDeltaTime();
else
g_timerExpand.GetDeltaTime(); // throw away
fYAdjust += fAccels[PlayerOptions::ACCEL_EXPAND] * (fYOffset * SCALE( cosf(g_fExpandSeconds*3), -1, 1, 0.5f, 1.5f ) - fYOffset);
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}
if( fAccels[PlayerOptions::ACCEL_BOOMERANG] > 0 )
fYAdjust += fAccels[PlayerOptions::ACCEL_BOOMERANG] * (fYOffset * SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 1.5f, 0.5f )- fYOffset);
return fYOffset + fYAdjust;
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}
float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
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{
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float fPixelOffsetFromCenter = 0;
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const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TORNADO] > 0 )
{
float fMinX, fMaxX;
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GAMESTATE->GetCurrentStyleDef()->GetMinAndMaxColX( pn, fMinX, fMaxX );
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float fRealPixelOffset = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset;
float fPositionBetween = SCALE( fRealPixelOffset, fMinX, fMaxX, -1, 1 );
float fRads = acosf( fPositionBetween );
fRads += fYPos * 6 / SCREEN_HEIGHT;
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float fAdjustedPixelOffset = SCALE( cosf(fRads), -1, 1, fMinX, fMaxX );
fPixelOffsetFromCenter = fAdjustedPixelOffset - fRealPixelOffset;
}
if( fEffects[PlayerOptions::EFFECT_DRUNK] > 0 )
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] * ( cosf( RageTimer::GetTimeSinceStart() + iColNum*0.2f + fYPos*10/SCREEN_HEIGHT) * ARROW_SIZE*0.5f );
if( fEffects[PlayerOptions::EFFECT_FLIP] > 0 )
fPixelOffsetFromCenter *= SCALE(fEffects[PlayerOptions::EFFECT_FLIP], 0.f, 1.f, 1.f, -1.f);
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return fPixelOffsetFromCenter;
}
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float ArrowGetRotation( PlayerNumber pn, float fNoteBeat )
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{
if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_DIZZY] > 0 )
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{
float fSongBeat = GAMESTATE->m_fSongBeat;
float fDizzyRotation = fNoteBeat - fSongBeat;
fDizzyRotation = fmodf( fDizzyRotation, 2*PI );
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fDizzyRotation *= 180/PI;
return fDizzyRotation * GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_DIZZY];
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}
else
return 0;
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}
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float ArrowGetYPosWithoutReverse( PlayerNumber pn, float fYOffset )
{
float fYPos = fYOffset * GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
return fYPos;
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}
float ArrowGetYPos( PlayerNumber pn, float fYOffset )
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{
return ArrowGetYPosWithoutReverse(pn,fYOffset) * SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll, 0.f, 1.f, 1.f, -1.f );
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}
const float fCenterLine = 160; // from fYPos == 0
const float fFadeDist = 100;
// used by ArrowGetAlpha and ArrowGetGlow below
float ArrowGetPercentVisible( PlayerNumber pn, float fYPosWithoutReverse )
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{
const float fDistFromCenterLine = fYPosWithoutReverse - fCenterLine;
if( fYPosWithoutReverse < 0 ) // past Gray Arrows
return 1; // totally visible
const float* fAppearances = GAMESTATE->m_CurrentPlayerOptions[pn].m_fAppearances;
float fVisibleAdjust = 0;
if( fAppearances[PlayerOptions::APPEARANCE_HIDDEN] > 0 )
fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_HIDDEN] * SCALE( fDistFromCenterLine, 0, fFadeDist, -1, 0 );
if( fAppearances[PlayerOptions::APPEARANCE_SUDDEN] > 0 )
fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_SUDDEN] * SCALE( fDistFromCenterLine, 0, -fFadeDist, -1, 0 );
if( fAppearances[PlayerOptions::APPEARANCE_STEALTH] > 0 )
fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_STEALTH] * -1;
if( fAppearances[PlayerOptions::APPEARANCE_BLINK] > 0 )
fVisibleAdjust += clamp( sinf(RageTimer::GetTimeSinceStart()*10)-1, 0, 1 );
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return clamp( 1+fVisibleAdjust, 0, 1 );
}
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float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
{
fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
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float fPercentVisible = ArrowGetPercentVisible(pn,fYPos);
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
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float ArrowGetGlow( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
{
fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
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float fPercentVisible = ArrowGetPercentVisible(pn,fYPos);
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
const float fDistFromHalf = fabsf( fPercentVisible - 0.5f );
return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 );
}
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float ArrowGetBrightness( PlayerNumber pn, float fNoteBeat )
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{
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if( GAMESTATE->m_bEditing )
return 1;
float fSongBeat = GAMESTATE->m_fSongBeat;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
float fBrightness = SCALE( fBeatsUntilStep, 0, -1, 1.f, 0.f );
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CLAMP( fBrightness, 0, 1 );
return fBrightness;
}